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Stop the timestop nerf.

russelmmendoza
russelmmendoza
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Please start as many thread as possible to stop the timestop nerf.

FOR CRYING OUTLOUD ZOS, PVP PLAYERS ARE NOT THE ONLY PLAYERS IN YOUR GAME.

Timestop is the only viable option out of dk's talons to cc.

Stop effing nerfing the game for pvp. There are pve players in this game that effing hate your decision to effing nerf the game for pvp.

I for one effing hate what your doing.
Edited by russelmmendoza on February 6, 2019 12:00PM
  • Turelus
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    I don't think this is the most constructive way to convey how the change isn't good for everyone.
    Please start as many thread as possible to stop the timestop nerf.

    FOR CRYING OUTLOUD ZOS, PVP PLAYERS ARE NOT THE ONLY PLAYERS IN YOUR GAME.

    Timestop is the only viable option outod dk's talons to cc.

    Stop effing nerfing the game for pvp. There are pve players in this game that effing hate your decision to effing nerf the game for pvp.

    I for one effing hate what your doing.
    The bold was about the only helpful bit of feedback they could work with TBH.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • frostz417
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    Viable cc’s aside from DK
    Warden gripping shards
    Sorc encase
    Nobody used timestop in End game trials and it was really only used by weird night blade tank role play builds.
    It was an annoying zergling tool.
    DK’s are the ones meant for end game tanking. Zos made that clear with how the game is balanced.
    Edited by frostz417 on February 6, 2019 12:04PM
  • russelmmendoza
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    Yeah are those area cc.

    Dk talon is a area cc.

    Im sorry i never touch a warden.
  • Drdeath20
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    On your tank, you will still be able to group up every mob and timestop them. Cost doubled but still functions the same.
  • russelmmendoza
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    That what i am asking them to stop.
    They doubled the cost of timestop.
    Thats a nerf.
  • SaintSubwayy
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    frostz417 wrote: »
    Viable cc’s aside from DK
    Warden gripping shards
    Sorc encase
    Nobody used timestop in End game trials and it was really only used by weird night blade tank role play builds.
    It was an annoying zergling tool.
    DK’s are the ones meant for end game tanking. Zos made that clear with how the game is balanced.

    there's one endgame trial on which it is amazing to use...vHoF when pulling all the Drwemerspiders before 3rd boss ;)

    but else the change is nerfing non DK / Warden Tanks quite hard.

    changeing the tooltip to let the skill have a reduced cost in trials and dungeons wouldnt seem to be a bad idea IMO.
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • casparian
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    PVE isn't the only part of the game either. I'm as much in favor of enabling non-DK/Warden tanks as anyone, but the solution can't be one that's detrimental to PVP.

    Ideally what this means is that U22 will give templars, sorcs, and NBs access to roots or something similar that can replace Time Stop.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • russelmmendoza
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    Yeah, theres none of that in their u22 on pts.

    Correct me if im wrong.

    Have not tried pts yet.

    And their not saying anything like that in their u22 pts patchnote.
  • casparian
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    Yeah, theres none of that in their u22 on pts.

    Correct me if im wrong.

    Have not tried pts yet.

    And their not saying anything like that in their u22 pts patchnote.

    Er...oops, I meant whatever update is after Wrathstone. I've lost track of the numbers at this point.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • WillhelmBlack
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    Not this time, Buddy!
    PC EU
  • zvavi
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    Or maybe... Balance pvp and pve separately? Crazy idea right? It is not like there are no skills that already have difference in both
  • russelmmendoza
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    Yeah, why dont balance it seperately.
    I want there to be seperate balance.
    Why cant they do that.
    Edited by russelmmendoza on February 6, 2019 12:29PM
  • SaintSubwayy
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    casparian wrote: »
    PVE isn't the only part of the game either. I'm as much in favor of enabling non-DK/Warden tanks as anyone, but the solution can't be one that's detrimental to PVP.

    Ideally what this means is that U22 will give templars, sorcs, and NBs access to roots or something similar that can replace Time Stop.

    imagine the even harder snare and root party in cyro then :trollface:

    Separate balance is the only thing that could finally bring balance to each playstyle, while not effecting the other in a negative way...
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • frostz417
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    frostz417 wrote: »
    Viable cc’s aside from DK
    Warden gripping shards
    Sorc encase
    Nobody used timestop in End game trials and it was really only used by weird night blade tank role play builds.
    It was an annoying zergling tool.
    DK’s are the ones meant for end game tanking. Zos made that clear with how the game is balanced.

    there's one endgame trial on which it is amazing to use...vHoF when pulling all the Drwemerspiders before 3rd boss ;)

    but else the change is nerfing non DK / Warden Tanks quite hard.

    changeing the tooltip to let the skill have a reduced cost in trials and dungeons wouldnt seem to be a bad idea IMO.

    People have done it previously without timestop. Myself included. I’m quite sure those will survive without timestop.
  • casparian
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    casparian wrote: »
    PVE isn't the only part of the game either. I'm as much in favor of enabling non-DK/Warden tanks as anyone, but the solution can't be one that's detrimental to PVP.

    Ideally what this means is that U22 will give templars, sorcs, and NBs access to roots or something similar that can replace Time Stop.

    imagine the even harder snare and root party in cyro then :trollface:

    Yeah, that would be awful, I agree.

    Ideally they'll find a way to severely limit the intensity and frequency of snares on players while still allowing each class ready access to a root/snare vs. PVE mobs. I tend to disagree with the "balance them separately" theme overall, but in this particular case I'm not sure why it wouldn't work just to let PVE mobs be more susceptible to snares and have a shorter cooldown on being rooted than players. ZOS seems really to dislike separate mechanics, however.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • russelmmendoza
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    Their not removing timestop, their doubled the cost, thats why i said it getting nerfed.

    I dont want them to double the cost of timestop, effectively nerfing it, making it not viable as a area cc.
  • Brrrofski
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    Well just don't spam it in pve. Problem solved.

    It was way too potent there as well as PvP, mobs just can't make threads.
  • WillhelmBlack
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    I'm pretty sure PvE has benefited enough from other skills in the Psijic skill line and it's not like the skill is not ever gonna be used again in PvE. If this trial requires it just to be completed I'm sure the players or devs will find a solution.
    PC EU
  • casparian
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    Their not removing timestop, their doubled the cost, thats why i said it getting nerfed.

    I dont want them to double the cost of timestop, effectively nerfing it, making it not viable as a area cc.

    Not to spam the thread, but I'm also not sure that the increased cost means it isn't viable. Have you tried running Spell Symmetry on your tank? As long as your healer isn't asleep, this skill gives you infinite magicka sustain for free, while also knocking over 2k magicka off the cost of Time Stop.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • russelmmendoza
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    Yeah their great at finding solution.
    Really great.
  • Narvuntien
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    I don't have the bar space for spell symetry or to slot multple skills i need to make up for the lack of time stop.

    I am waiting for the pts to come back up so i can test how bad its going to be for my templar tank.

    Most templar tanks tend to just be a big ball of survivibility without a lot of resources to control trash.

    Before time stop i used volcanic rune :/
  • Lloydmp
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    Is timestop even relevant in end game dungeons/trails?

    Warden shards/ back bar Ice staff
    DK talons/ Cinder
    Sorc encase
    Caltrops
    Probably more...

    When something is OP in PVE the content is simply easier. When something is OP in PVP the content is often unplayable.
  • DeadlyRecluse
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    Someone suggested increasing the cost (as suggested) to the heal-cut morph, while leaving the instant-cast, delayed effect morph at current cost (or a lesser increase).

    Personally, I think that makes a certain amount of sense.
    Thrice Empress, Forever Scrub
  • zvavi
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    Time stop is super relevant for vFL hm.
    Edited by zvavi on February 6, 2019 5:37PM
  • TheNightflame
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    groups have been clearing that and getting the unbroken achievement since before summerset though, it's not a neccesity
  • Tasear
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    groups have been clearing that and getting the unbroken achievement since before summerset though, it's not a neccesity

    Summerset was patch that helped non dk tanks come up notches. So definitely pity them for this lost.
  • Only_Zeus
    Only_Zeus
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    You didn't even state anything about pve tho..
  • imredneckson
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    Yeah, why dont balance it seperately.
    I want there to be seperate balance.
    Why cant they do that.

    Time Stop is a spammable AOE snare/hard CC and it is incredibly buggy when you're in a fight. Most fights you cant break free to heal, one morph negates your healing, and imagine 6 players doing nothing but Time Stop while 10 other are firing siege at you. You charge a breach you're going to wipe.

    I agree that ZOS needs to separate PvP from PvE to make both sides happy but I'm incredibly happy that ZOS nerfed Time Stop and wish they had more.
    Legions of Mordor Guild Officer
    Member of the GvG Community

    Dunmer NB - Merser Frey (DC)
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  • zvavi
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    A much better need to it would have been reduce the cast range by a lot, then it wouldn't hurt pve as much, and in pvp you would be able to bash enemies that try to do it.
  • max_only
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    I’m also saddened by this. I have tanks in every class and time Stop was a lifesaver. It’s like when they gave us Silver Leash, I had a breathe of fresh air and it invigorated me to keep going.

    4MWtbum.jpg
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